Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: build at [2,3] Old Hemisect Asylum
One way or the other, on the very important (?) topic of their team name, Nahori didn't have much sway in opinion. She didn't mind it, of course, and Cerise seemed to enjoy it (a lot). Hotcakes were delicious, though she'd only had them once, and had almost gotten caught by mother in the process. What a sour and messy evening that had been. She had gotten complacent about caution and karma had slapped her right in the face.
Oh, wait now, her mind had surely wandered off topic there for a moment. When she came to, Guineamom was staring her down and that made her uncomfortable; hands clenched, sweat beaded at her neck, had someone been talking to her?
Ah, well, um, she was needed back at the asylum apparently... How was it, she wondered, that they kept locked in battle over this strange and unnerving old place? Then again, it wasn't her place to wonder, it was her place to do as she was told and so that's what she did. She returned to the asylum, blueprints, as always, in hand.
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: fortify [2,3] Old Hemisect Asylum
Back on familiar soil, Nahori felt an equally familiar dread creeping into her toes and up through her legs until it spread all over. Surprisingly, mom was walking steadily beneath her, quiet and poised as she sometimes was, as if she had gotten used to this place after the multiple visits they had made. Well, good for her, the orangeblood thought almost bitterly, but just as quickly as it had come the thought disappeared. It wasn't right to think badly of mom, not right at all, so she bit her lip with sharp teeth (was that blood) and stopped thinking for a while. Instead, she threw her focus into working. For a child, she was doing pretty well, and that gave her some sense of pride (sometimes, when it wasn't squashed under Guinamom's claws). Other times, though, it just made her realize that she was in the middle of some kind of awful war and it was scary and she sure wished clutching to mom's fur was actually more comforting than it was.
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: [scouting...]
Alifax headed out again to see whether there was more new information to be gained.
To be honest, he wasn't hoping for much, although it did seem like the empire's supporters had begun to pick up in organization. It wasn't much comfort, though: he knew grimly that the rebels had somehow better communication. But if that was the way he had to play it...
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: [scouting...]
He checked and re-checked the information about the bases he'd already scouted: it looked like some commands on the radio were directing defenders to a particular coordinate. Alifax would have helped, if their team had any defenders on hand.
No, right now it was probably best to wait. He actually needed to siphon off some of those defenders for himself: neither Cerise nor Frossa had the ability to put damage on rebel bases at the moment, because all the ones they'd gathered intel on were...well, defended by rebel troops.
thyPOPE
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thyPOPE rolled 1 6-sided dice:
4Total: 4 (1-6)
thyPOPE
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Posted: Tue Aug 19, 2014 7:31 pm
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: [scouting...]
After a small amount of consideration, Alifax headed east: it seemed like the rebel forces were concentrated there, and he really needed to find somewhere where Cerise and Frossa could do what they did best. "Hotcakes, I'm out west if you need me," he radioed in.
Posted: Tue Aug 19, 2014 7:38 pm
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: [scouting...]
He stopped in at the library to get some recuperation in - it was always nice to see libraries. Books were just there. Especially works of nonfiction. That was why he'd always liked them, really. All the judgement and convincing came from himself.
thyPOPE
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thyPOPE rolled 1 6-sided dice:
1Total: 1 (1-6)
thyPOPE
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Posted: Tue Aug 19, 2014 7:49 pm
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: [scouting...] [4,1] this post is the second coordinate
After a while, though, he continued on his way. Was that a shipwreck?
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: Cerise attacks the rebel base at [4,1] Shipwreck for 6 damage!
It was boring waiting around and not doing anything!! She was a girl of action, of recklessly throwing herself into thing and smashing buildings and making cakes and... uh. Other things!!
And with a quick hit, she just manages to demolish it. Nice.
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 0 Result of Action: Cerise rallies 8 defenders!
She had a bit more time so she decided to go back to chomping her mouth in front of the defenders to demonstrate how sharp her teeth are, and gather up a few more to help out! Mr. Flambe would surely appreciate the act.
thyPOPE rolled 1 4-sided dice:
1Total: 1 (1-4)
Posted: Tue Aug 19, 2014 9:16 pm
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 9 Result of Action: 13 defenders moved from Museum of Highblood Culture to City Hall; 1 rebel defects
It was kind of adorable how popular Cerise was. Alifax grinned to see her charismatically gathering up followers, and then radioed in to the museum. "Can I have thirteen defenders at City Hall, located at coordinate [4,3]? Thanks!"
thyPOPE
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Hivestuck Captain
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Posted: Wed Aug 20, 2014 12:39 pm
DAILY REFRESH!
It's a new day! The realities of the conflict are finally starting to sink in. Rebel attacks are becoming more severe. The Alternian Military now proudly lists a fair number of rebel casualties. Injured royalists and those willing to assist in the injuries from demolition and conflict in Old Hemisect are told to report to the Coastal Base immediately. Captain Puchen's offer has been taken back now that the rebels have a greater edge than the royal forces in the tide of battles. "Attention, all recruits," she barked over the radio. "Force is necessary to win this battle. If we cannot will them to our side, we will capture and punish them. Take them down."
Today's Happenstance: If a Royalist Team destroys a rebel base, they can quote a user whose rebel troll they have captured. The troll must make a post in the Royalist Team's thread and roll 2d6 to unlock a new coordinate. If they fail to find a new coordinate, they must roll 2d6, then 3d6, etc until they do so (accompanied by RP text). The first new coordinate rolled will be used (only 1 coordinate is to be unlocked through this effect). They cannot roll in their group thread until this is done. This can be used once per Royalist Team.
If a Rebel Team destroys a Royalist base, they can quote two trolls who have unlocked the coordinate that the destroyed base was on. These two must post once in the Coastal Base attending to their injuries and the injuries of others before they can roll again in their group thread. This effect can be used once per Rebel Team.
Each troll is refreshed and ready to go with 2 available actions.
You guys rule! Keep up the good work!
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
With the escalation of conflict came a parallel increased interest in new information. Alifax started the night staring at maps, and then went for what he'd determined would be a jog on the most optimal path.
Somehow, when no one had been looking, the fisherman's market had gained lookouts. Well, that was nice!
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5] Defenders on Standby: 9 Result of Action: using grandmaster intel - 5 defenders added to fisherman's market, defenses increased to 23 from 18
He continued on his way, radioing the new information in to his squad. There was probably concern to be had about the escalation of damage...but he winced more to see how much the rebels had managed to build up their bases, and at the damage to the Old Hemisect Library. That was knowledge wasted - although to be fair, all that knowledge was probably also located on huskhubs.
Huskhubs that would probably be far more difficult to access, for the average Alternian.
But that was always the trouble, of course.
He passed by a pit that contained a bunch of rubbish, and, farther up the road, an Empire base with a few lookouts. Huh - that was nice to know. He picked up his walkie-talkie again. Perhaps Cerise and Nahori couldn't do anything concrete with the information, but they'd have new places to retreat in case of danger.
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6] Defenders on Standby: 9 Result of Action: [4,6] scouted; 5 defenders + 5 durability added
Posted: Thu Aug 21, 2014 11:53 am
DAILY REFRESH!
It's a new day! While the Royalists struggle to keep their ground against the rebel threat, the rebels realize true danger in up close combat. Open fighting has ceased as the rebels decide on a sneakier strategy, and it seems as though the peak of the outward conflict has passed (hopefully).
With the capture of rebel trolls, many trolls within the Phoenix Initiative have realized the gravity of the situation. An impressive amount of coordination and resource pooling has established a new, simple form of cohesion and stealth between the rebels. In each rebel base, simple black hemoanonymous uniforms are given out. A simple mask accompanies the outfit, to hide the troll's face. A prototype outfit for the rebellion. Rebel trolls are encouraged to not be identified, and elude capture at all costs. A note on the attire reads: "Whatever happens after this conflict, if you're branded as a traitor, the worst will happen. For you, and for the rebellion. Keep your identity safe. Protect yourself.
Today's Happenstance: A rogue Surf Gang has taken coordinate [6,6], The Bungalows. These gnarly trolls are not only radical, but have stocked their stores with enough goods to last through an apocalypse! It's a party over there! Building a base on The Bungalows will reward double points and cannot be attacked today.
Members of the Royalist Teams can roll 1D6 once every hour in the Coastal Base thread to assist the wounded in the medical bay. The corresponding number will subtract from the number of wounded, and at 0 this effect will go away. If a 6 is rolled, a new action can be taken. These posts must be accompanied by RP text.
There is a medical station set-up at the rebel base, for those who would like additional RP in the Wooded Sanctuary.
Each troll is refreshed and ready to go with 2 available actions.
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
A rebel base had been built on some rather infertile looking land, Alifax noted as he went on his way again. That'd have to be taken care of. Perhaps Cerise was willing to head over?
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3], [1,2], [3,5], [5,4], [3,3], [5,5], [5,2], [1,5], [4,6], [1,3] Defenders on Standby: 9 Result of Action: [1,3] Dead Fields scouted